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Old 04-25-2008, 01:37 AM   #161
Piterplus

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Re: Duke Nukem 3D Modelling Project part 4
Cool, in that case we dont need separate models for both 1061 and 1078 with several surfaces, right?
Why make it in a complicated way if we can do it simlpe way with same results?
It well be enough one model for both 1061 and 1078 , with two skins and no need to use additional textures - that's that I mean.

And, btw, by clipping into the walls I meant this (e4l4):
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Old 04-25-2008, 02:03 AM   #162
0815Jack
Re: Duke Nukem 3D Modelling Project part 4
its definetly the same floodlight

maybe its be can fixed with a maphack....it would mean having a floating floodlight, but better than a stuck in celling one

of course you can make a model with paralel light spots, but this is very uncommon....
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Old 04-25-2008, 06:11 AM   #163
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Re: Duke Nukem 3D Modelling Project part 4
If this is a screenshot from E4L4 entrance area, you must be using wrong HRP, model or whatever. There is no such misalignment in that level, therefore no need for maphacks. The model we use is totally flat, the (backwards-)angled version was dropped ages ago.
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Old 04-25-2008, 07:11 AM   #164
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Re: Duke Nukem 3D Modelling Project part 4
Maybe, thanks, I'll check
edit: Yes, I was using earlies version of that model, It's OK now.
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Old 04-25-2008, 07:52 AM   #165
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Re: Duke Nukem 3D Modelling Project part 4
ok....then i had a earlier version in mind, too
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Old 04-25-2008, 09:11 AM   #166
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Re: Duke Nukem 3D Modelling Project part 4
That #1078 skin should of course be based on that newer model, then...
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Old 04-25-2008, 01:35 PM   #167
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Re: Duke Nukem 3D Modelling Project part 4
Found a really old unreleased stuff Mean Person gave me one day. Applied some skinwork. 1079_oozfilter download
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Old 04-25-2008, 05:46 PM   #168
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Re: Duke Nukem 3D Modelling Project part 4
That's a really nice and unexpected revision. Thanks for bringing it up!
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Old 04-26-2008, 01:27 AM   #169
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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by NightFright View Post
That #1078 skin should of course be based on that newer model, then...
yes, mine was.

also, here's more from the to-do list:
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Old 04-26-2008, 01:38 AM   #170
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Re: Duke Nukem 3D Modelling Project part 4
I use there mirrors in my map, I hope they will fit and that you connected front and back parts together and now they simply will take two frames, thanks!
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Old 04-26-2008, 02:58 PM   #171
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Re: Duke Nukem 3D Modelling Project part 4
you're welcome
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Old 04-29-2008, 06:04 AM   #172
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Re: Duke Nukem 3D Modelling Project part 4
Any progress on #1317 (FEM2/bar dancer)? Last time I checked, things were looking good. It's the last significant Ep.1 model we are missing.
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Old 04-30-2008, 04:24 PM   #173
escapist

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Re: Duke Nukem 3D Modelling Project part 4
'sorry NF. 'took a break from that for a while.
the mesh has some minor defects in it (although they're not very visible in the game)

but the texture needs some MAJOR help.

maybe for Update 4.0
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Old 04-30-2008, 05:34 PM   #174
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Re: Duke Nukem 3D Modelling Project part 4
There can't be an Update Pack v4.0, for this would mean we would also have a full HRP v4 (which we won't until the goals are achieved). Beyond v3.9, I would have to continue like 3.10, 3.11 etc. - although this may seem odd. The number after the dot just indicates the number of the pack.

However, I hope there won't be that much UPs b4 next full HRP. We should have a new release this year, anyway.
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Old 05-01-2008, 02:16 PM   #175
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Re: Duke Nukem 3D Modelling Project part 4
I'm finishing TIP hand atm.. and thinking about making one global hand texture for all existing hands with detail texture containing shadows and highlights applied for every specific case. Dunno how it would look like but I believe setting tileability of detail texture to 1 will overlay it on the hand texture properly... A small screeny of the hand for now:

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Old 05-01-2008, 02:18 PM   #176
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Re: Duke Nukem 3D Modelling Project part 4
Damn. To bad we can't get shading on the battlelord like that in game.

Nice looking hand though.
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Old 05-01-2008, 03:23 PM   #177
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Re: Duke Nukem 3D Modelling Project part 4
He goes to such trouble for his screenshots.
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Old 05-01-2008, 03:28 PM   #178
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Re: Duke Nukem 3D Modelling Project part 4
Yeah. Couldn't you just once use REAL screenshots without photoshopping them up till they break? *LOL* And then I get support mails like "Why doesn't my game look as seen on Roma Loom's screenshots? What addons am I missing?"

However, nice tip hand. And since one of our HRP v4 goals is to unify hand models anyway, feel free to do it. However, we could then also remove the hands from any HUD weapon model/skin...
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Old 05-01-2008, 04:31 PM   #179
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Re: Duke Nukem 3D Modelling Project part 4
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He goes to such trouble for his screenshots.
Thank god Duke doesnt look like that. It looks so fake and washed out that it isnt even scary and more laughable like a clown (but then some people are scared of them)
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Old 05-01-2008, 04:43 PM   #180
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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by Roma Loom View Post

Cool render, and the composition is funny

I wouldn't mind the game looking like that. This pic brings back memories of Parkar's "full DX9 renderer" screen
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Old 05-01-2008, 05:34 PM   #181
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Re: Duke Nukem 3D Modelling Project part 4
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Originally Posted by Roma Loom View Post
Dunno how it would look like but I believe setting tileability of detail texture to 1 will overlay it on the hand texture properly...
Correct.
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Old 05-01-2008, 07:25 PM   #182
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Re: Duke Nukem 3D Modelling Project part 4
The hand looks allright... but it's a little hard to tell with all the fancy lighting effects going on in that pic
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Old 05-02-2008, 04:54 AM   #183
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Re: Duke Nukem 3D Modelling Project part 4
I want those glass-reflecting windows
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Old 05-02-2008, 05:12 AM   #184
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Re: Duke Nukem 3D Modelling Project part 4
This will have to wait till Duke Nukem Forever, aka "The Second Coming of Christ"!
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Old 05-02-2008, 05:14 AM   #185
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Re: Duke Nukem 3D Modelling Project part 4
Not really :P *hides in teh bushes
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Old 05-02-2008, 05:29 AM   #186
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Re: Duke Nukem 3D Modelling Project part 4
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Not really :P *hides in teh bushes
Pretending you know more than others, huh?
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Old 05-02-2008, 07:29 AM   #187
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Re: Duke Nukem 3D Modelling Project part 4
Roma is using an experimental version of EDuke32 with dynamic lighting, full 3d support, particles, and shaders.
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Old 05-02-2008, 07:50 AM   #188
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Re: Duke Nukem 3D Modelling Project part 4
No, I was reffering to what piterplus said about reflecting windows
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Old 05-02-2008, 12:27 PM   #189
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Re: Duke Nukem 3D Modelling Project part 4
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Roma is using an experimental version of EDuke32 with dynamic lighting, full 3d support, particles, and shaders.
If you keep a piece of bread next to the screen while firing the devastator it will toast it. Playing a level with a earthquake anywhere near the San Andreas fault is not recommended and if you type in DNBETA it will display the cure for cancer.

Sure..
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Old 05-02-2008, 01:06 PM   #190
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Re: Duke Nukem 3D Modelling Project part 4
That's what DNF will be like.
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Old 05-02-2008, 02:12 PM   #191
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Re: Duke Nukem 3D Modelling Project part 4
Quote:
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Roma is using an experimental version of EDuke32 with dynamic lighting, full 3d support, particles, and shaders.
OMG! Where can i download this!?!?!?!?!?!!?!?!?
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Old 05-02-2008, 02:20 PM   #192
Cipher

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Re: Duke Nukem 3D Modelling Project part 4
Yeah, be careful about saying this if you don't want a whole bunch of new people asking "why doesn't DX10 work on my eDuke32?"
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Old 05-02-2008, 03:52 PM   #193
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Re: Duke Nukem 3D Modelling Project part 4
Wait, i'm confused looking at Roma's snapshot. What is Duke giving the Battlelord money for?
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Old 05-02-2008, 03:53 PM   #194
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Re: Duke Nukem 3D Modelling Project part 4
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yes, mine was.

also, here's more from the to-do list:
Hey man, awesome model. But remember you can start adding detail textures to them too.
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Old 05-02-2008, 06:18 PM   #195
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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by Roma Loom View Post
I wander what will be the real next step in DN3D Engine enhancement....
I think, perhaps, more frames of animation for animated things / or code to make it look smooth? Transparent Liquids? Lightmaps on walls / everything that needs one? And the oh so needed optimization?
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Old 05-03-2008, 01:25 AM   #196
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Re: Duke Nukem 3D Modelling Project part 4
Man, so much time have passed since I did the Battley model. Life moves, time flows...
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Old 05-03-2008, 08:29 AM   #197
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Re: Duke Nukem 3D Modelling Project part 4
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I wander what will be the real next step in DN3D Engine enhancement....
I think, .... Transparent Liquids? ...
That can allready be done in several ways. One easyer than the other.
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Old 05-03-2008, 02:31 PM   #198
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Re: Duke Nukem 3D Modelling Project part 4
How come I see people playing this with dynamic lighting already? Check out youtube on the stadium level.

Also dukes kick model looks weird in mine its chunky and not round, in the youtube video its longer and more circular any ideas why?

That hand looks cool and I love the building reflections!

When can we expect to be able to have that in an update?
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Old 05-03-2008, 02:50 PM   #199
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Re: Duke Nukem 3D Modelling Project part 4
Might help if you gave us the link to the video you speak of.
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Old 05-03-2008, 02:57 PM   #200
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Re: Duke Nukem 3D Modelling Project part 4
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How come I see people playing this with dynamic lighting already? Check out youtube on the stadium level.

Also dukes kick model looks weird in mine its chunky and not round, in the youtube video its longer and more circular any ideas why?
You mean the HRP v3 preview movie? There's no dynamic lighting in that one. No idea about the foot, it's possibly the original sprite glorified by the crappy youtube movie quality.

I agree with The Commander, you should post a link to the exact movie you are referring to.

Quote:
That hand looks cool and I love the building reflections!

When can we expect to be able to have that in an update?
It's a render from a 3D program (3DSMax I believe). It's highly probable you won't see such effects in a build/polymost game.
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